by Major Z Hans Schmidt
Staff Simulations Officer
New Avalon Institute of Science
Introduction This scenario is an NAIS tactical combat training simulation for MechWarriors. Its general purpose is to improve a warrior's skill in tactical combat situations, such as those that may be encountered after graduation an upon entering service with an active combat unit. Some of these combat simulation are historical reenactments (and will be described as such), but many others describe purely hypothetical confrontations. Some may even involve lances or companies from famous House or mercenary units. Most, however, will be strict simulations containing typical formations that might be found anywhere in the Successor States or even in the Periphery. This particular scenario is intended for two or more players. (Five players would be the ideal number, two sharing control of the Attacking force, and three controlling the Defending force.) For optimum training benefits, this scenario should be played at least twice, with players exchanging sides. Background For centuries, military strategists could be roughly divided into two opposing camps: one faction supporting small numbers of large (or sophisticated, or expensive) weapons systems, with the other supporting larger numbers of smaller (or simpler, orc heaper) weapons systems. In contemporary schools of thought, the argument is waged between the respective merits of a lance of heavy BattleMechs in contrast to a company or more of light BattleMechs. (Note: the "few-but-heavy" doctrine seems to be the ideal preference of most Houses and combat units - when circumstances permit.) In this scenario, a lance-sized force of large BattleMechs are moving through an area defended by a roughly company-sized force -of small BattleMechs. The larger Mechs have superior firepower and protection; the smaller Mechs have superior numbers, speed, and the advantage of being on the defensive. Some may perceive this as a simple matter of ants attacking elephants. Game Set-Up This scenario uses Expert BattleForce rules, one CityTech map, and any one BattleTech map of the attacking Player's choice. Maps should be placed end to end, so that the xx01 hexrow of the upper (north or BattleTech) map is at the opposite end of the xxl 7 hexrow of the lower (south or CityTech) map. Any terrain features shown onthe maps should be treated as in effect, with the following exceptions: All Pavement hexes are considered to be Elevation 3 Clear Terrain (ie, they form a sheercliffed plateau, or mesa, above the surrounding terrain), and all Water hexes which form the two lakes adjacent to the "plateau" (hexes 0409, 0509,0510,1207,1307,1308, and 1407) are considered to be Elevation 1 Clear Terrain. All combat units are considered to be in perfect working order. All MechWarriors are assumed to have skill levels of Piloting 5 and Gunnery 4. The Defender sets up first. At the beginning of each turn, randomly determine which player has combat initiative for that turn. Defender Any combination of Light (ie, less than 40 tons each) BattleMechs totalling no more than 420 tons. Defender Deployment: The Defender may deploy his, Mechs anywhere on the south map, with only one restriction: at least half of the total number of Mechs must be set up anywhere on the "plateau". Attacker Any combination of Heavy and/or Assault (ie, more than 35 tons each) BaattleMechs totalling no more than 300 tons. Attacker Deployment: The Attacker may deploy his Mechs anywhere in the top four hexrows (xx01 through xx04, inclusive) of the north map. Special Rules The Attacker may withdraw off the bottom (xx17) hexrow of the south map at any time, but any units withdrawn may not re-enter during the scenario. The Defender may not withdraw in any manner. Victory Conditions The scenario lasts ten turns or until no Attacking Mechs remain on the board, whichever comes first. Victory Points (VP) for both sides are totalled up at the end of the scenario. The Attacker receives 1 VP for every Defending BattleMech destroyed or incapacitated (ie, incapable of movement), and 2 VP for every Attacking Mech exited off the south map. The Defender receives 3 VP forevery Attacking Heavy Mech destroyed or incapacitated (or 4 VP for every Assault Mech), and 1 VP for each, functional (ie, not destroyed or incapacitated) Attacking Mech and 1 VP for each functional Defending Mech still on the map. The side with the higher VP total wins (a tie means a draw). Divide the winning side's VP total by the losing side's VP total to determine the level of victory.
1.50 to 1.99: Operational Victory 1.25 to 1.49: Tactical Victory 1.01 to 1.24: Marginal Victory CORRECTION NOTEIn Issue 14: BattleTechnology's apologies to Major Schmidt for the error in transmission last issue that caused two of his training scenarios to be scrambled together. Here is the correct text of "The Spider Meets the Ax". NAIS Training Simulation # 0224: The Spider Meets the Ax BattleTech Scenario MagWeb.com has left this scenario "as is" in this issue [13]. Please use the link above to get to the corrected scenario in issue 14. Back to BattleTechnology 13 Table of Contents Back to BattleTechnology List of Issues Back to MagWeb Magazine List © Copyright 1990 by Pacific Rim Publishing. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |